^ My thoughts exactly - try to minimise that washed out look of the dark tones without lossing any details in the color spectrum. But this luma sharpen really pleases me, I'm going overboard with it, maybe it's worth implemeting in some future enb versions.
Anyway Selib, here are the settings (for sweetfx 1.2)
Code: Select all
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1
#define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM 0 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR 0
#define USE_TONEMAP 0
#define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_SEPIA 0
#define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts.
[size=50] /*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.08 // (0.08-0.20) Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS 60 // [0-98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 25 // [0-100] Determines the percent of antialiasing to apply to corners.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 10.0 // (0.2-2.0)Strength of the sharpening
#define sharp_clamp 0.05 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050
// -- Advanced sharpening settings --
#define pattern 1 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2
#define offset_bias 1.1 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
// I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug settings --
#define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
#define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.0
#define BloomPower 3.00
#define BloomWidth 1.0
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.22 //Strangely lowering this makes the image brighter
#define radius2 0.80 //Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount .2
#define TechniPower 2.8
#define redNegativeAmount 0.88
#define greenNegativeAmount 0.88
#define blueNegativeAmount 0.88
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0
#define Exposure -0.5
#define Saturation .05
#define Bleach 0
#define Defog 0.01
#define FogColor float4(2.55, 2.55, 0, 0)
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.05 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.12, 0.66, 0.20)
#define SepiaPower 0.25
#define GreyPower 0.15
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 2.0 // lower values = stronger radial effect from center
#define VignetteAmount -2 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2.0 // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
//Note that checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and videos take up more space.
/////////////////////////////////////////////////////////////////
///////////////////////// Work in Progress //////////////////////
/////////////////////////////////////////////////////////////////
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
//I have yet to find good default settings for this .. maybe you can?
float Red = 8.0; //[1.0 - 15.0]
float Green = 8.0; //[1.0 - 15.0]
float Blue = 8.0; //[1.0 - 15.0]
float ColorGamma = 2.5f; //[0.1 - 2.5]
float DPXSaturation = 2.0f; //[0.0 - 8.0]
float RedC = 0.4f; //[0.6 - 0.2]
float GreenC = 0.36f; //[0.6 - 0.2]
float BlueC = 0.35f; //[0.6 - 0.2]
float Blend = 0.7f; //[1.0 - 0.0] How strong the effect should be
[/size]
With this high sharpening you need to force AA through nvidia inspector for nvidia cards (no idea how it works for ati), or just lower sharpening :mrgreen:
I'm using 4x multisampling and for transparency 4x sparse grid supersampling
and ingame gamma:
last one from me, sry for plaguing the forum with other injectors